×   Part 1: The Basics Creating a Character Ability Scores Skills Proficiency Health Defenses Saves Resting Size
Iron & Aether
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Part 1: The Basics   ☰

Ability Scores

The seven ability scores – Strength, Constitution, Agility, Dexterity, Intelligence, Wisdom, and Charisma – are numerical representations of a creature’s physical and mental attributes, and they determine its aptitude in certain fields and its ability to perform a given activity. They are measured from 0 to 10, with the average score for a normal adult Sentient being 2. The highest a Sentient’s score can go up to by natural means is 5, but certain class features, enchanted items, special abilities, or other exceptional means can bring a score up to 6. Each is described in detail below.


Strength is the measure of your character’s ability to push, pull, or exert any raw physical force on the world around them. It is used to muscle your way through certain situations and deal damage with most melee weapons. STR is also used to determine a creature’s carrying capacity before becoming encumbered. A creature that is encumbered (meaning they have surpassed their carrying capacity) is slowed and cannot climb, swim, or jump. If they have surpassed their carrying capacity by > 150% (e.g. your carrying capacity is 100 and you’re carrying 150+ pounds) then they are incapacitated. Your STR also partially determines your Fortitude.


Constitution measures your body’s overall fortitude and toughness, as well as your stamina and your ability to resist the effects of poison and disease. CON is used when determining your Health and Fortitude. Any time your CON increases/decreases, you gain/lose an amount of Maximum Health equal to the change times your level; for example, if your CON increases from 3 to 3.5 and you are level 5, your Maximum Health immediately increases by .5 times 5, which is 2.5.


Agility measures a character's ability to move quickly and perform body-wide feats of finesse, whereas DEX is more closely tied to hand-eye coordination and precise, nimble movements using one's hands and feet. Your AGI or DEX score determines your initiative, and AGI and DEX together measure one's Dodge and Reflex scores.

Speed. AGI also modifies your speed: for every .5 above 0 that a creature's AGI increases, they gain another .25 meters/second to their speed. For example, a Medium creature (Base Move 2m/sec) with an AGI of 3.5 would have a speed of 3.75 meters/sec; conversely, a Medium creature with an AGI of 1 would only have a speed of 2.5 meters/sec.

Landing Prone. When falling, you can make a straight AGI check to avoid landing prone (this does not reduce the damage you take from falling). The DR for this check is equivalent to triple the number of meters you fell, e.g. if you fall 10 meters, the DR to avoid landing prone is 30.


Dexterity measures your balance, reflexes, and hand-eye coordination. It is used when precision is called for and helps in determining a character’s Dodge and Reflex scores. Additionally, either your DEX or your AGI determines your place in the initiative order of combat.

Action Time. DEX also determines the amount of time it takes you to perform actions: specifically, when a creature's DEX score reaches 1, 5, and 9, the time it takes them to perform all actions (unless otherwise stated by the action description) is reduced by .5, 1, and 1.5 seconds respectively, to a minimum of .5 seconds for non-trivial actions.


Intelligence determines your ability to learn & retain information, analyze situations & determine the best possible outcome, and your ability to perform calculations & reason things out logically. A creature with an INT of 0 or .5 cannot read or write.

Every character gains an additional number of SP equal to their INT score, which they can place into any Action or Tool Skill of their choice or they can use to learn a new Sentient language; ergo, if a character with an INT of 3 so desires, they could know 3 extra languages, gain 3 proficiency in any Action or Tool Skill(s) of their choice, or some combination of the above. Conversely, a character must lose/forget 1 proficiency/language if their INT ever decreases by 1.


Wisdom measures your attunement to the world around you, and your ability to determine how things should be or what you should do in a given situation. Your WIS also makes up one half of your Willpower score, along with your Charisma.


Charisma determines your ability to command the attention of those around you. It measures how well you can interact with others in a social context, from commanding and inspiring them to intimidating and deceiving them. A high CHA score does not necessarily mean that the character is well-loved by all around them (though this is frequently the case), just that they have a very demanding and noticeable presence. Your CHA score also partially determines your Willpower score, with the other part of it being determined by your WIS.

Determining Your Scores

Given here are two ways to determine your scores, though your group may decide to modify one of these ways or come up with one of their own:

Roll 1d8/2 7 Times. The first method is to roll 1d8 and divide the roll by 2; record the result, then do that 6 more times, once for each score. Once you have all 7, place each digit into each Ability Score as you desire.

Point Buy. The second method allows you to "purchase" your Ability Scores using a pool of 16 points via a 1:1 conversion rate (e.g. you can spend 2.5 points to get a score of 2.5). You cannot buy a score higher than 4.

When deciding stats, it is heavily recommended that your group democratically decide which method they wish to use. Ability Scores can be halfway between two whole numbers (1.5, 2.5, etc.) but cannot be any other non-whole value.

Skill Bonuses

Each Ability Score also doubles as a bonus to each associated skill, which simply means that when making a check on one of those skills, you add your Ability Score to the result of that check.

Skill and Ability Checks

In I&A, when a character wishes to perform any sort of difficult or complex action, they must make what is called a skill check. If the action they wish to perform directly relates/corresponds to an Action Skill they are proficient in, they must roll a number of d10s proportionate to their proficiency in that skill. However, if they are attempting something that does not fit the criteria for any of the Action Skills, then they make what is called an ability check. To do this, simply roll a number of d10s equal to the appropriate Ability Score (plus a d6 if the score is halfway between two whole numbers) and add up the rolls, plus the score itself; if the result is > the DR, you succeed. If the given Ability Score is 0 or 0.5, just roll 1d6.

For both skill checks and ability checks, consider reducing the DR based on how your players describe how they wish to perform the action; if they explicitly point out that they are going out of their way to make what they are attempting easier or if they roleplay the check well, the DR should be reduced accordingly.

The Spectrum of Success. Instead of having success or failure be a binary, consider implementing multiple levels of success that range from Critical Failure to Critical Success. Here is a brief explanation of the full spectrum of success:

Throughout the Rulebook, generally only Successes, Partial Successes, and Failures will be explained for a given check, with the results of Critical Success/Failure being up to the GM's discretion.

Check Difficulty. Presented here are two tables that should give an idea of the relative difficulty of various tasks. GMs can use either table at their discretion: the left gives a list of static difficulties that can be referenced quickly and easily, while the right outlines how to calculate dynamic DRs given a task's difficulty.

Difficulty DR Partial Success Example
Very Easy 5 3 Track a bleeding creature
Easy 10 7 Break a somewhat thick piece of wood
Moderate 16 12 Pick a normal lock
Difficult 22 17 Find a hidden object
Very Difficult 30 24 Climb a rope during a hurricane
Practically Impossible 40 34 Know an extremely obscure piece of information
Difficulty DR Partial Success
Very Easy 2.5 + 1d4 DR - 2
Easy 6.5 + 1d6 DR - 3
Moderate 11.5 + 1d8 DR - 4
Difficult 16.5 + 1d10 DR - 5
Very Difficult 23.5 + 1d12 DR - 6
Practically Impossible 29 + 2d10 DR - 6

Deciding When a Roll Is(n't) Needed

As Ability Scores (and skill proficiencies) become higher and higher, the need to roll for certain activities - Very Easy and Easy ones in particular - becomes lesser and lesser. If a character with a high enough Ability Score or skill proficiency is attempting a relatively easy task, then there is no need to call for a roll, and it can just be assumed that the character is able to perform the task. For example, if a character with 5 STR tries to break a somewhat thick piece of wood (DR 10), then it can be safely assumed that they are able to do this quite easily, and there is no need to ask the player to roll on behalf of their character. This has the dual benefit of both keeping the game moving, and rewarding the character for specializing in a given ability/skill to such a degree.

Contrarily, if there is no possible way for a character to succeed at a task given their current Ability Score/proficiency, then there is no reason to make them roll, and you can simply say that if the character tries, there is no way for them to succeed. As an example, if a character with 1 proficiency in Lore wanted to see if they knew an extremely obscure piece of information (DR 40), there is simply no way for them to succeed on that check, so it would be pointless to ask for a roll. Whether or not the character would realize they aren't skilled enough to attempt something would largely depend on their INT/WIS score.